Could you perhaps add the castle bricks with black in the transparency? Mari0 does that and it is probably possible with NES limitations, seeing as there is already a black in all the main palletes (except for castle, which uses grey.)

chasr34 wrote:hey how do you do the animation where you cant move in SMB world 2,level 2?

It's not an animation. Just tick the box that says intermission on it.

what???

In the main menu when creating a level, there is a box that says Intermission next to it. Check that box. Then, your character will constantly walk to the right in any level or sublevel that the box is checked in.

Murphmario wrote:Could you perhaps add the castle bricks with black in the transparency? Mari0 does that and it is probably possible with NES limitations, seeing as there is already a black in all the main palletes (except for castle, which uses grey.)

To make a long story short, the NES can't do it as it can only have three colors per 16x16 tile, with the fourth color simply being a transparent tile that uses whatever color is used as the "background" color, which is a consistent across all four available palettes on-screen. This is why in 8-4's underwater segment, the parts of the castle tile that would be black are instead sky-colored.

If you want a castle tile with black in it that goes over the transparent part while being authentic to the NES system palette, simply change the dark grey into a black and fill in the open holes around it in black.

Anyways here's the castle tiles along with the other ground tiles using it's color.

Villager103 wrote:In the main menu when creating a level, there is a box that says Intermission next to it. Check that box. Then, your character will constantly walk to the right in any level or sublevel that the box is checked in.

Ladies and gents: I give you, My master tileset, now with Super Mario Maker stuff!http://i.imgur.com/5yMw15x.pngIt's not compatible with Mari0 atm so you'd have to tinker with it and possibly arrange it so it fits the 22 tiles per row rule (since horizontal scrollbars on tilesets still isn't a thing).

Superjustinbros wrote:Ladies and gents: I give you, My master tileset, now with Super Mario Maker stuff!http://i.imgur.com/5yMw15x.pngIt's not compatible with Mari0 atm so you'd have to tinker with it and possibly arrange it so it fits the 22 tiles per row rule (since horizontal scrollbars on tilesets still isn't a thing).

It would be better if the bulls-eye bill blasters used the lava palette. But otherwise it looks very great aside from a few bad palette errors and objects having water backgrounds.

Murphmario wrote:It would be better if the bulls-eye bill blasters used the lava palette.

I'll add that to the next version.

Murphmario wrote:aside from a few bad palette errors and objects having water backgrounds.

I'd like you to define "bad palette errors".As for the objects having underwater backgrounds, that's how underwater tiles in SMB1 worked since unlike SMB3 and Mari0, the water isn't the background color.

Take SJB's previous tileset, add in more tiles from Super Mario Maker, go way too far with extras, and make it recolorable gray, and you have a gigantic, but incredibly useful tileset! You can change the palette to whatever you wish, and the tiles are arranged in such a way that you can remove whatever you don't need.

Fun fact! The full 30-color tileset is the largest tileset I've ever made, at 9350 pixels tall. It completely shatters my previous record of NSMB2's full tileset, which was 4743 pixels tall. Even SJB's overkill 220-color tileset was only 6647 pixels tall!

Also I broke my graphics driver making this when I resized it too large. Also also it has so many tiles (over 10,000!) that it overflows with the animated tiles.

Holy cow, dude, that tileset is super freaking awesome.Though I wouldn't really have a use for the other frames of the SMBDX and SMM springs, I like that you added the rest of Mario Maker's stuff. (I mostly ignored things like the sides of certain Semi-Solid Platforms due to how the graphics in SMB1 were limited, and mostly since the hack Super? Mario Bros did this with it's Semi-Solid Platforms.

Fun fact, I made the ? Blocks the way they are so they'd take advantage of ROM bank switching to animate as opposed to palette changing, mostly so that if you really wanted to be full NES authentic, things like the conveyor belts or P-Switches wouldn't be flashing.

I wanted them to be separate, since fire and text aren't really the same and since the text wasn't converted to tile format.EDIT; and like you said, I'll not double post. A apocalyptic(?) tileset based on Mario 1 that has a scary face.No credit needed unless you publish the mappack you use it in.I, imgudman4567 call this the apoctamario tileset.

imgudman4567 wrote:I wanted them to be separate, since fire and text aren't really the same and since the text wasn't converted to tile format.EDIT; and like you said, I'll not double post. A apocalyptic(?) tileset based on Mario 1 that has a scary face.No credit needed unless you publish the mappack you use it in.I, imgudman4567 call this the apoctamario tileset.

That tileset is actually quite cool. I actually might make an improved version with more stuff(giving you credit of course)

imgudman4567 wrote:I wanted them to be separate, since fire and text aren't really the same and since the text wasn't converted to tile format.EDIT; and like you said, I'll not double post. A apocalyptic(?) tileset based on Mario 1 that has a scary face.No credit needed unless you publish the mappack you use it in.I, imgudman4567 call this the apoctamario tileset.

That tileset is actually quite cool. I actually might make an improved version with more stuff(giving you credit of course)